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More of my experimental GL lighting tweaks.
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9cd16b8dfd
commit
1fe06c326b
2 changed files with 11 additions and 3 deletions
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@ -592,8 +592,8 @@ R_DrawAliasModel (entity_t *e)
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qfglLightfv (gl_light, GL_DIFFUSE, color);
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qfglLightfv (gl_light, GL_DIFFUSE, color);
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qfglLightfv (gl_light, GL_SPECULAR, color);
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qfglLightfv (gl_light, GL_SPECULAR, color);
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qfglLightf (gl_light, GL_QUADRATIC_ATTENUATION,
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qfglLightf (gl_light, GL_QUADRATIC_ATTENUATION,
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5.0 / (l->radius * l->radius));
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1.0 / (l->radius * l->radius));
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qfglLightf (gl_light, GL_CONSTANT_ATTENUATION, 0.5);
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// qfglLightf (gl_light, GL_CONSTANT_ATTENUATION, 0.5);
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used_lights++;
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used_lights++;
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}
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}
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}
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}
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@ -430,6 +430,7 @@ CheckVertexArraySize (void)
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static void
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static void
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CheckLights (void)
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CheckLights (void)
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{
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{
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int i;
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float dark[4] = {0.0, 0.0, 0.0, 1.0},
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float dark[4] = {0.0, 0.0, 0.0, 1.0},
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// light[4] = {1.0, 1.0, 1.0, 1.0},
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// light[4] = {1.0, 1.0, 1.0, 1.0},
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specular[4] = {0.6, 0.6, 0.6, 1.0};
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specular[4] = {0.6, 0.6, 0.6, 1.0};
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@ -442,8 +443,15 @@ CheckLights (void)
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qfglLightModelf (GL_LIGHT_MODEL_TWO_SIDE, 0.0);
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qfglLightModelf (GL_LIGHT_MODEL_TWO_SIDE, 0.0);
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// Set up material defaults
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// Set up material defaults
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qfglMaterialf (GL_FRONT, GL_SHININESS, 1.0);
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qfglMaterialf (GL_FRONT, GL_SHININESS, 1.0);
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// qfglMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, light);
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qfglMaterialfv (GL_FRONT, GL_SPECULAR, specular);
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qfglMaterialfv (GL_FRONT, GL_SPECULAR, specular);
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// qfglMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, light);
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for (i = 0; i < gl_max_lights; i++) {
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qfglEnable (GL_LIGHT0 + i);
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qfglLightf (GL_LIGHT0 + i, GL_CONSTANT_ATTENUATION, 0.0);
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qfglDisable (GL_LIGHT0 + i);
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}
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qfglDisable (GL_LIGHTING);
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qfglDisable (GL_LIGHTING);
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}
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}
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